CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
So, this seems like a problem. Quensha is a dedicated healer, and good at it, but we seem to have a fair bit of healing with a druid and a bard. I can see two possible solutions to our impasse. One is bringing in a sixth PC who can melee. It would still be a normal PFS-legal table but we would have some front-line. The other is that I could swap Quensha for Seldiir, my level 3 switch-hitter ranger?
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
Quensha nods to the Molthuni, "Akre, if we return and I have spells remaining, I will heal your wounds." She considers the wayang's words, "An ambush? Perhaps we could wait until they are asleep? "
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
Quensha raises her arms, ”Hey, put that sword down. We might just be the miracle that saves you life and gets you out of here.”
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
A2 does seem safer. "I would rather play it safe while we figure out what's going on. Would Vos send out patrols? Perhaps we could ambush one and interrogate a captured foe? Otherwise, let's go for the tunnel." A2 looks like a tunnel, is that correct?
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
Quensha cocks her head to one side, ”How strong is Vos’ grip on his unit? If we get to him, will they disperse? Return to barracks? Or are they just as likely to appoint a new leader?”
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
A samsaran woman nods her head, "A simple goal, clarity, I like it." She looks around at her colleagues as they ask questions, "Good points, good points." Then she turns her dark eyes to the military man, "General?"
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
GM: I have decided that I made a poor choice of god for Quensha (she is joyously appreciative of the world around her. I chose a rather dour god just because it matched her race).
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
Quensha smiles at her companions, "Hey, nice to meet everyone. I'm Quensha."
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
Chronicle Sheet #: 5
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
Your name (as you want it on the chronicle): GeraintElberion
Cheers GM, I enjoyed this one. The RP was neat.
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
Quensha smiles, "Absalom. All roads lead to Absalom. And there is the Grand Lodge. If nothing else, ask for me and I will introduce you to some Venture Captains." Quensha's smile broadens as she imagines introducing a Jadwiga to the Master of Spells.
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
Quensha sighs, ”We are Pathfinders. As we said. We are here to investigate these unusual dwarven ruins. We already have some fascinating finds, this royal beard-clasp, for instance.”
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
knowledge (history): 1d20 + 5 ⇒ (13) + 5 = 18
Quensha admires the clasp, "This is a gladdringgoch, a traditional beard or hair clasp worn by a clan leader as a mark of status. The rune on the ring represents one of King Gutheran's family lines. It is the precursor of the modern dwarven rune for "royalty" or "king's blood.""
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
Also, it’s late autumn, winds picking up and still leaves on some trees.
Anywhere rural has a lot of deadfall and useless wood this time of year, and the nights are drawing in. Bonfires!
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
I always wonder if burning the Guy is like symbolic justice: he tried to burn down the government; he burns down every year. It’s the fireworks that make it odd (historically): celebrating stop explosions by causing explosions...
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
Castinus Fulvio wrote:
I don’t know about that: weren’t they religious zealots frustrated by how laid back the Church of England had become? I reckon that gives them some common ground with Fawkes.
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
It's cool. I'll play Crowe: he's fun to RP. Any suggestions for a scenario to run? So far, I have run Wounded Wisp, the first part of Gallows of Madness and I am half-way through running Broken Chains right now.
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
This is Quensha’s fifth scenario so she will still be two. I don’t mind playing up for one scenario (is that allowed?) and working on some GM credit to bring her in line with everyone else. If it’s a 3-5 I can play a pre-gen for one game and get that GM credit at the same time.
CG Cleric (Herald Caller) | HP 23 | AC 14/10/14 | Initiative +0 | Perception +12 | Fort +6 (+8) Ref +2 Will +9 (+11)
"The mosaic shows the dwarves raising the monoliths. Mystery solved; back to Absalom." the Samsaran grins and then Castinus' find catches her attention. Quensha casts detect magic over the shield and crossbow.
About Grog SkintakerMale Suli Monk
OFFENSE:
Speed 30 ft, 20 ft Armored Melee Unarmed [dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] Melee Unarmed with Elemental [dice=attack]1d20+8[/dice] [dice=damage]1d8+7[/dice] [dice=Elemental Damage]1d6+1[/dice] Space 5 ft; Reach 5 ft Racial Abilities:
Elemental Assault (Su) Once per day as a swift action, a suli can shroud her arms in acid, cold, electricity, or fire. This lasts for one round per level, and can be dismissed as a free action. Unarmed strikes with her arms or hands (or attacks with weapons held in those hands) deal +1d6 points of damage of the appropriate energy type. Lvl+2 from feet. Traits::
Ki Powers:
Ki Hurricane (Ex): As a full-round action, a monk with this ability can move up to twice his speed. At any point in that movement, the monk can spend 1 ki point to make the first attack in his flurry of blows. He can later spend another ki point to make the next attack in his flurry of blows, and so on, until he either stops spending ki points or has exhausted all the attacks from his flurry of blows. A monk must be at least 10th level and possess the sudden speed ki power before selecting this ki power. Class Features:
Languages:
Common Skills::
4+Int(-2) Acrobatics: 7 (3 – Rank) Appraise: Bluff: Climb: 10 (3 – Rank) Escape Artist: 5 (1 – Rank) Intimidate: Perception: 7 (1 – Rank) Sense Motive: Stealth: Equipment:
Weapons Armor/AC stuff Potions/Oils/Dusts: Enlarge Person Rings Ring of Protection +1 Scrolls Wands Magical Items Bracers of Armor +2 Other Accounting:
Starting Gold: 60gp Remaining Gold: 10gp Level 2 Gold: 1000gp [s]Level 1 Potion (Enlarge Person) Level 1 Potion (Cure Light Wound) -50g Level 1 Spell Potion (Shield of Faith +5) -900g Remaining Gold: 0gp Level 3 Gold: 3000gp Level 2 Potion (Owl’s Wisdom) 300g Level 1 Potion (Mage Armor) 50gx3 -150g Level 3 Potion (Fly) 750g Level 3 Potion (Haste) 750g Level 2 Potion (Blur) 300g Level 3 Potion (Cure Serious Wounds) -750g Remaining Gold: 0gp Level 6 Gold: 6000gp Bracers of Armor +2: -4000g Ring of Protection +1: -2000 gp Sell Level 1 Potion x2: +50gp Level 1 Potion (Enlarge Person) -50gp Remaining Gold: 0gp Background:
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